Inevitable

Veilwar Obscur's page

22 posts. Organized Play character for Lost 33.


Full Name

Vielwar Obscur

Race

Wayang

Classes/Levels

Mag 5 (Bladebound, Kensai) / SWB 5 (Whirling Dervish)

Gender

Male

Size

Small (3' 6")

Age

54 years

Alignment

CG

Deity

Sarenrae

Languages

Common, Draconic, Nagaji, Sylvan, Vudrani, Wayang

Homepage URL

Character Sheet

Strength 11
Dexterity 18
Constitution 13
Intelligence 16
Wisdom 9
Charisma 16

About Veilwar Obscur

Veilwar Obscur
Male wayang magus (bladebound, kensai) 5/swashbuckler (whirling dervish) 5/gestalt 5 (Pathfinder Player Companion: Advanced Class Origins 23, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 4 274, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Small humanoid (wayang)
Init +6; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 26, touch 19, flat-footed 18 (+5 armor, +4 Dex, +4 dodge, +2 shield, +1 size)
hp 57 (5d10+10)
Fort +5, Ref +8, Will +3; +2 vs. shadow spells
Defensive Abilities canny defense +3, charmed life 3/day, nimble +1
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Offense
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Speed 20 ft.
Melee black blade +14 (1d4+7/15-20+5 Precision)
Special Attacks arcane pool (+2, 4 points), deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), spell combat, spellstrike, swashbuckler weapon training +1
Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—ghost sound (DC 13), pass without trace, ventriloquism (DC 14)
Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +8)
. . 2nd—cat's grace, frigid touch[UM]
. . 1st—frostbite[UM], shocking grasp, shocking grasp, vanish[APG] (DC 14)
. . 0 (at will)—detect magic, light, read magic
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Statistics
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Str 11, Dex 18, Con 13, Int 16, Wis 9, Cha 16
Base Atk +5; CMB +4; CMD 22
Feats Combat Reflexes, Dazzling Display, Extra Panache[ACG], Intensified Spell[APG], Slashing Grace[ACG], Spell Penetration, Weapon Focus (scimitar)
Traits merciful scimitar, wayang spell hunter
Skills Acrobatics +12 (+8 to jump), Appraise +5, Climb +4, Intimidate +11, Knowledge (arcana) +11, Knowledge (nobility) +11, Linguistics +4, Perception +11, Sense Motive +5, Sleight of Hand +9, Spellcraft +11, Stealth +15, Survival -1 (+1 to avoid becoming lost when using this), Swim +4, Use Magic Device +8; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Draconic, Nagaji, Sylvan, Vudrani, Wayang
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, dare (), dawnflower's mercy, dervish dance, light and dark, perfect strike, shadow magic, swashbuckler finesse
Combat Gear potion of cat's grace, wand of cure light wounds, caltrops (4); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 mithral buckler, heavyload belt[UE], barbed vest[APG], bedroll, bell, belt pouch, blanket[APG], canteen[UE], cave whistle[ARG], compass[APG], crowbar, darklight lantern[ARG], earplugs[APG], everburning torch, false manacles[UE], flint and steel, manacles (4), masterwork backpack[APG], silk rope (150 ft.), 2,268 gp, 3 sp, 7 cp
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Special Abilities
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Arcane Pool +2 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender.
Dazzling Display (Scimitar) Intimidate check to demoralize can affect those within 30' who see you.
Deeds
Dervish Dance Use Dex modifier instead of Str for damage with swashbucker finesse.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

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